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  1. #1
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    Quote Originally Posted by LowIQ View Post
    The direction of chain cc and instakill skills? Stuff like "3% chance of doing 100% damage" is truly the pinnacle of game design, right?

    Slow combat is not necessarily a bad thing. PvP will never be perfectly balanced but at least back then it was compatible with FF14's playerbase. It was very lenient, accessible, worked well with the weird server tick shenanigans and was playable across all three modes (it wasn't only about Feast).

    Also, I miss playing an actual healer in pvp.
    PvP doesnt need to be balanced, unlike PvE, all that matters is the Question "can i defeat X as Class Y, and if not, does X have other Gamechanging aspects where it can make a difference?"

    As long as Combat itself is more Skillbased (Player intuition and reflexes making a actual difference) than Powerbased (numbers are everything policy, like in PvE), it is going into a good direction. I would take getting stunlocked to death anytime over fighting Healergolems where the only solution is to run away if you dont have multiple People just to bring down 1 melee dps or Healer (if youre playing for example, ranged dps).

    Previous Class design was a cesspool where Healers were Tanks, Ranged Dps was just Cannonfodder, Tanks were duped Dps Jobs noone took seriously and EVERYONE had disgusting self Heal tools which turned every Feast match into a Wild Goose (Healer) chase for a whole 5 Min, because hardly anyone could punish the insane amount of Healing happening all over the place.


    Also allow me to remind you, that if 6.1. were just a ordinary Feast Season, PvP would be dead again by now since Top 100 Boosters would have already secured their place by now with Both Main and Alts for possible elimination of potential threats.
    (3)

  2. #2
    Player
    LowIQ's Avatar
    Join Date
    Apr 2022
    Posts
    43
    Character
    Kaby Lake
    World
    Ragnarok
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Anhra View Post
    "can i defeat Enemy X as Class Y, and if not, does Y have other Gamechanging aspects where it can make a difference in Combat?"
    True, true. The playerbase and the servers are clearly ready for this fast paced skill/reflexes/twitch-based 360 noscope gameplay.
    Peak class design as well where everyone is a dps machine with an Anime Main Character syndrome.
    What I love the most is this intuition gameplay of somehow knowing when you'll get Chainsawed out of nowhere. Or times when you just know that you are at the intersection of 2 WHM beams but then your god gamer senses kick in and you preemptively move away and manage to avoid instant death.
    (1)

  3. #3
    Player Darthgummibear's Avatar
    Join Date
    Aug 2021
    Posts
    852
    Character
    Angrypillow Duvall
    World
    Marilith
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Anhra View Post
    PvP doesnt need to be balanced
    This right here is where you lose any chance at having any credibility whatsoever.
    (3)

  4. #4
    Player
    Oni_Akuma's Avatar
    Join Date
    Jul 2014
    Posts
    194
    Character
    Oni Akuma
    World
    Gilgamesh
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Anhra View Post
    PvP doesnt need to be balanced, unlike PvE, all that matters is the Question "can i defeat X as Class Y, and if not, does X have other Gamechanging aspects where it can make a difference?"

    As long as Combat itself is more Skillbased (Player intuition and reflexes making a actual difference) than Powerbased (numbers are everything policy, like in PvE), it is going into a good direction. I would take getting stunlocked to death anytime over fighting Healergolems where the only solution is to run away if you dont have multiple People just to bring down 1 melee dps or Healer (if youre playing for example, ranged dps).

    Previous Class design was a cesspool where Healers were Tanks, Ranged Dps was just Cannonfodder, Tanks were duped Dps Jobs noone took seriously and EVERYONE had disgusting self Heal tools which turned every Feast match into a Wild Goose (Healer) chase for a whole 5 Min, because hardly anyone could punish the insane amount of Healing happening all over the place.


    Also allow me to remind you, that if 6.1. were just a ordinary Feast Season, PvP would be dead again by now since Top 100 Boosters would have already secured their place by now with Both Main and Alts for possible elimination of potential threats.

    The Monk instant death combo was glorious those days. It was a test of weaving and skill (+ping) those were the days. Perfect potting was a great feature, not this excuse of just rejuvenate and have 15000 flat heal (25% hp restored), but it also put mana management involved which means pop heal first 15000 hp lost and manage it.

    The Secret Monk Code pre Crystal Conflict
    Code:
    Monk had such a great QoL pre Crystal Conflict lol
    
    
    Kill rotation opener:
    - Brotherhood + Shoulder Tackle > GCD1 > RoF+Feint+Bloodbath> GCD2 + Tornado Kick +Axe Kick> GCD3 + Tornado Kick + Shoulder Tackle > Six Sided Star > The Forbidden Chakra +Smite + Shoulder Tackle
    
    
    True Burst on 5th Chakra:
    
    - Brotherhood + GCD1 [5th Chakra] + Riddle of Fire + Feint+ Bloodbath >The Forbidden Chakra + ShoulderTackle > GCD2 + Tornado Kick +Axe Kick> GCD3 + Tornado Kick + Shoulder Tackle > Six Sided Star > The Forbidden Chakra +Smite + Shoulder Tackle [when you get a lucky rng Chakra bubble]
    (0)
    Last edited by Oni_Akuma; 05-01-2022 at 01:27 PM.

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